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Massive Entertainment

AUGUST 2018 TO PRESENT

Game Designer

In August 2018 I moved to Malmö, Sweden to work at Massive Entertainment on Tom Clancy's The Division 2.
I’ll be helping design and implement the game’s various combat AI.

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Sledgehammer Games

JULY 2018 TO AUGUST 2018

Senior Systems Designer

MAY 2016 TO JUNE 2018

Systems Designer

While on SHG's multiplayer design team, I shipped Call of Duty: WWII.
I developed the initial pitch for a new loadout system (Divisions) and led the feature from concept to completion.
During Live Ops, I drove an overhaul of Divisions to rebalance & refresh core gameplay.
Post-release I also designed new Divisions to keep the game fresh and respond to fan feedback.
I was responsible for the player respawning system, which statstically had the best results of any Call of Duty.
Lastly, I represented the SHG MP Team at Press & Community Events and Esports Tournaments.

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Xbox

JUNE 2015 TO APRIL 2016

Software Development Engineer

While at Xbox, I worked on the console's dashboard (how you launch games, connect with friends, buy from the store, etc.).
In November 2015, I shipped the New Xbox One Experience to over 15 million consoles.
During Winter 2015, I independently prototyped a feature that fans craved, successfully pitched it to stakeholders and developed a system robust enough to pass technical reviews.
In Spring 2016, I improved features I owned via monthly updates, and made key contributions towards allowing for a game to be bought once and played on both Xbox and PC.

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343 Industries

SUMMER 2014 (INTERN)

Software Development Engineer

One of my main contributions to the Halo Channel was linking the Netflix-style video app to the game Halo: The Master Chief Collection.
This allowed Halo TV shows to launch into campaign missions or competitive playlists that related to the current on-screen content.
On Halo 5: Guardians' campaign engineering team, I created a framework to allow AI units to use the game's new spartan abilities.
If you see one of your squadmates in the campaign Shoulder Bash a grunt or Evade a grenade thrown by an elite, I helped make that happen.

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Maxis

SUMMER 2013 (INTERN)

Gameplay UI Programmer

I revamped how information about Sims' relationships is shown to a player in The Sims 4. Specifically what info players see when Sims have conversations, or when they mouse-over a Sim for selection. Systems I developed were used for the implementation of menus to view all of a Sim's relationships.
Additionally during a game jam, I successfully pitched and implemented an in-game dinosaur toy with an entirely new set of interactions from other Sims titles. This easter egg caught fans' imaginations when found in the released game.